Monday, May 21, 2012

The Kensou Guide to Nests Kyo

*DISCLAIMER* This is based solely on what I've experienced personally playing and what I've viewed from various outlets of players that have used this character. So think of this as a collective of that very media. 
(5-21-12 verB)

Pros
-Great corner carry combos
-Strong pressure game
-Guard Point Special Moves
-Among one of the best punish characters in the game
-Great battery character

Cons
-Cross up j.2C weaker than XIII Kyo
-Can be kept outside of sweet spot
-Far reaching lows are problematic

Strongest Point - Pressure and Punishment 
Best Placement Any   



About Nests Kyo
Nests Kyo is the old style Kyo (Rekka Ken style) seen in KoF starting from '96 all the way through till XI where he was a hybrid of 94-98 with added perks and new Rekka strings. This version is primarily based off '98 play style, staying inside with strong pressure and heavy punishment. Or for those that have never played any version of King of Fighters, this Kyo is more similar to Capcom vs SNK 2 Kyo.

Throws
Issetsu Seoi Nage = (b/f + C/D) 
Causes a hard knockdown. A very strong throw in which ends with the opponent facing up which is a good position for Nests. This throw sets up cross up j.2C mixups, empty jump mixups and everything else to make his okizeme game very potent.

Unique Attacks
Gofu Yo (f+B)
Overhead that can be chained into from cancellable attacks. Unlike XIII Kyo, Nests can combo from this attack like older versions of Kyo into 212 Shiki (running grab). Making this a standard go to attack in pressure and combos.

Chain Cancellables
st.A > f+B
st.C > f+B
st.B > f+B
cr.A > f+B
cr.C > f+B
cr.D > f+B

88 Shiki (df+D)
Low attack that hits twice. Non cancellable outside of HD Mode. Unfortunately XII Kyo has the better version of this move as it's cancellable on the first hit making it prime for his combos unlike Nests.

Special Moves
--------------------
Please refer to the Dream Cancel Wiki

Understanding Your Primary Focus
The goal of Nests Kyo is to get inside and stay inside applying pressure once you find an opening in the opponent's defense. From there, you punish accordingly to your pressure game. The way that you transition into this is to apply pressure with 104 Shiki Aragami (qcf+A) tree strings (rekka tree strings). Another goal to achieve is to corner carry the opponent with every punish and focus on the corner trapping. Understand that pressure isn't infinite and there will always be holes in pressure so be mindful about how much pressure you apply to the opponent. Use the pressure to force a mistake and read the situation accordingly and punish accordingly. This is your primary focus.

Far Range Game
You don't have much to rely on outside of working your way in slowly. Against zoner characters (Ash, Saiki, Robert, King etc) you can use -EX- R.E.D. Kick (projectile invincible) to gain ground on their zoning game if not knock them down with this move. This is of course if you have power gauge. Otherwise if you have no power gauge, you have to rely on avoiding projectiles and blocking to get in. If you're at the full screen neutral game you may want to consider building meter with whiffed 104 Shiki's. But be warned that you're still whiffing an attack and you're vulnerable to some full screen punishes if your opponent can catch on to you building meter. Again, concentrate on moving in slowly to get into position. Try not to push forward too hard when at the full screen neutral game.

The Mid Range Game
Just about in position! Your mid range should be roughly about sweep to st.D range or a bit outside of these ranges. The idea for this is to be in the range to tip the enemy with your 104 Shiki and gain some respect on the ground game. Being at these ranges makes it a bit easier to guard point mid/high normals and specials with 104 Shiki.

The Close Range Game
The absolute sweet spot! Up close you can abuse your st.A and st.B since both hit crouching opponents. With this in mind you can set up a solid frame trap game. Frame trapping is one of Nests Kyo's biggest strengths due to those key pokes. They start up quick and when done correctly can really put the enemy in a jailed position. Use these in accordance to throwing, empty jumping, big jump baiting to make these even more effective.

Frame Trap Examples
-cr.B > close st.C
-cr.B > cr.C
-cr.B > st.A > walk up > st.C
-close st.A >close st.C
-cr.Bx2 > walk up > st.A > st.B

The Close Range Game Extended-104 Shiki Aragami Pressure (qcf+A)
The idea behind this concept of pressure is to condition the enemy with the first 104 Shiki and place delays in between the rest of the tree. Alternatively, you do NOT have to continue with the tree! You can simply keep going for the 104 Shiki to fish for things such as guard pointing normals and such. This then will create a sense of uncertainty in the enemy if done successfully.

The Close Range Game Extended 2-Other Uses for 104 Shiki Aragami (qcf+A)
Whiff canceling your crouching D into 104 Shiki will cover 2 bases:

-cr.D will cover the range for people attempting to run inside and mount offense.
-cr.D whiff canceled into 104 Shiki will cover the small jump attempts over the cr.D
NOTE: You can react to the punishment of the small jump when using 104 Shiki! React and be mindful of the spacing to continue with the rekka tree for the corner carry!

This of course on one end seems simple enough however, learning the spacing for this technique while cornering or mid screen can be difficult. If misplaced it can lead to a big punish or possibly the end of your Nests Kyo. The optimal position for this technique is in the corner however it can be used mid screen for a multitude of purposes other than covering the space, it can be used as a means to gain ground outside of walking or running. You can also use 115 Shiki Dokugami (qcf+C) to catch back steps in the same manner using the whiff cancel. If timed properly you can follow up with the entire 115 Shiki tree on hit specifically in the corner. The optimal place for this technique is close to the corner. So be aware of where you are on screen. Note also that it this can also be a means as to keep up with an opponent who has a good back step cancellable move like Athena or Iori for example.

Safe Jump Setups
NESTS Kyo has a huge array of safe jump setups to choose from his arsenal. Here is a compiled list of the special move enders and combo examples that lead to safe jumps.

Throws
Issetsu Seoi Nage = (b/f + C/D) Causes a hard knockdown. 
-Big Jump: No 
-Small Jump: Ok
-Tech Roll Safe: Ok
NOTE: Standard setup for a j.2C cross up when spaced properly

Mid Screen Combo Enders
GeShiki: Migari Ugachi = (P)- (Punch ender of the Aragami/Yanosabi tree. Can either OTG or cause a hard knockdown.)
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok

212 Shiki: Kototsuki You = (hcb+K)
-Big Jump: No 
-Small Jump: Ok
-Tech Roll Safe: Ok
NOTE: Can also be done in corner

-EX- 115 Doukugami = (qcf+AC > qcf+A complete tree into 127 Shiki: Yanosabi ender) 
-Big Jump: Ok  
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner: OK
NOTE: Big jump will cross up

-EX- 115 Doukugami = (qcf+AC > qcf+A complete tree into 125 Shiki: Nanase ender) 
-Big Jump: Ok  
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner: OK
NOTE: Must alter the Safe Jump mix up due to the ground slide effect

Corner Combo Enders
127 Shiki: Yanosabi = (P) - The Punch Ender of the Aragami/Konokizu tree and or -EX- 115 Doukugami into the 104 Aragami tree ender.
-Big Jump: No 
-Small Jump: Ok
-Tech Roll Safe: Ok

125 Shiki: Nanase  (K) - The kick ender of the Aragami/Konokizu tree
-Big Jump: No 
-Small Jump: Ok
-Tech Roll Safe: Ok

GeShiki: Migari Ugachi = (P)- Punch ender of the Aragami/Yanosabi Branch. Kyo punches the ground for an OTG. Also causes a Hard Knockdown.
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok

100 Shiki: Oniyaki = (dp+P) - Last part of the -EX-Dokugami tree
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok

Combo Examples
1. d.B > s.B > qcf+B > rdp+B
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-

2. d.B > s.C > qcf+DD > sj.2C or hop j.2C
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-

3. d.B > s.C > qcf+DD > st.A
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-

4. d.B > s.C > f+B > hcb+B or D
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-

5. d.B > s.C > f+B > qcf+AC > hcb+P > f+P > dp+P
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-

6. d.B > s.C > f+B > qcf+AC > qcf+P > qcf+P > K
-Big Jump: Ok
-Small Jump: Ok
-Tech Roll Safe: Ok
-Can be done anywhere-
NOTE: This combo can lead to multiple mix ups outside of safe jump

HD Combo Examples
1. st.C > df+D > [HD] > st.C > df+D > qcf+C, dp+C > [x2] > qcf+C > hcb+C > qcf+A > qcf+A > dp+A > qcf, hcb+A or C > st.A
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
NOTE: Standard mid screen to corner carry HD combo that leads to a reset safe jump

2. st.C > df+D > [HD] > st.C > df+D > qcf+C, dp+C > [x2] > qcf+C > hcb+C > qcf+A > qcf+A > dp+A > qcf, hcb+A or C > qcf+A > qcf+A > AorC
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-
NOTE: Standard mid screen to corner carry HD combo that leads to a hard knockdown safe jump

3. st.C > df+D > [HD] > st.C > df+D > qcf+C > hcb+C > qcf+A > [x3] > qcf+C > qcf+DD > hop
-Big Jump: No
-Small Jump: Ok
-Tech Roll Safe: Ok
-Corner Only-

Option Select - EX 212 Shiki: Kototsuki You = (hcb+K)
On your safe jumps you can also learn to OS the EX run grab. It has the ability to lose to some drive canceled reversals but it's effective none the less.
OS = j.C > EX

There is more data that I've found that ISN'T listed here in which I am still working on. I'm doing my best to provide as much data and cohesive information as possible to increase the development of this character. I apologize for the delay however this indeed takes time along side my other projects. 

1 comment:

Reiki said...

Dunno why it didn't post my comment, but I was saying that this is very well written and I like how you did this. Good job!